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๐Ÿงต Untitled Thread

Anonymous No. 835709

>Just doin' some R'n'D, bro

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Anonymous No. 835741

>used VEX to take a dot product once

FUCK OP IN HIS RANCID ASSHOLE No. 835743

This thread offers us nothing.

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Anonymous No. 835746

>>835743
I'm working on some top secret stuff, bro.
Expecting a call from Man V Machine any second now.

Anonymous No. 835749

>>835746
Looks amazing, where is the .hip? Please give your work to me for free.

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Anonymous No. 835752

>>835749
Here you go, bro. Just change it up a bit so it doesn't look obvious you copied.

Anonymous No. 835753

>>835752
Thanks bro! This will look great in my reel

Anonymous No. 836001

>>835746
how did you learn this?

Anonymous No. 836002

>>836001
https://youtu.be/O4XC08Gd9uw?t=731
and
https://www.youtube.com/watch?v=VIW_Wolpfuc

have everything you need for the basic set up

Anonymous No. 836210

>>835709
Blendlets won't understand. They're too busy learning how to put sprinkles on donuts.

Anonymous No. 836698

actually, i've run into a real houdini problem now and i'm just going to use this shitpost to ask a question:

vellum hair of different thickness driven by pscale - already know how to do this, but, i need some way to resample curves/polylines relative to their pscale so i get good resolution per prim in velum while also not making the solver freak out / reset pscale

Anonymous No. 836703

>>836698
So you want larger pscale to result in coarser (longer) segments? I don't think the resample sop supports what you want to do, but I would try this:

- Resample curve to maximum fidelity.
- Point wrangle, store length of point-previous point segment.
- In a detail wrangle walk the curve points from 0 to @numpt-1 and sum the individual segments:
point 0 is initial reference point.
if the total length is less than pscale mark the point for deletion.
if the total length exceeds pscale mark the point as the new reference point.
- Delete all marked points.

Probably buggy but idk, it's a start.

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Anonymous No. 836705

>>836703
thanks, i've managed to put this jank ass shit together after i posted that.

i'll see if it works around corners tomorrow or try out your idea.

it doesn't need to be perfect. just decent enough rez for the sim.

Anonymous No. 836707

>>836705
Neat, I thought resample only worked with uniform segment lengths

Anonymous No. 836709

>>836707
it does, i'm not varying pscale along the curve - just different scales per strand (cables, really) so it's a simpler problem than the one you were trying to solve. my bad.

Anonymous No. 837186

Vex implementation of this but with some caveats:

https://catlikecoding.com/unity/tutorials/flow/waves/

https://pastebin.com/qA0KKUEY

Guessing I've screwed up somewhere

Anonymous No. 837188

Vex implementation of this but with some caveats:

https://catlikecoding.com/unity/tutorials/flow/waves/

https://pastebin.com/LUtrcSp4

Guessing I've screwed up somewhere

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Anonymous No. 837191

>>837188
: - )